Sep 21, 2006, 04:45 PM // 16:45
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#1
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Academy Page
Join Date: Aug 2006
Location: Dallas
Guild: {Shepherds Of Silence}
Profession: Rt/R
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Spiking + Degen
So I know I really like to spike with blood magic. I thought of the idea to mix both Spiking and Degen. Now granted I'm sure its not as powerful as spiking alone, but I found that I could take HUGE chunks of life away or at least keep opposing monks/bosses busy.
Att. Points (trying to remember, im at work)
Blood 16 (runes etc)
Illusion 14 ( I want to say... i cant remember)
Inspiration (whatever is left over)
Life Transfer (e): I know it has a huge recovery time etc, but if I cover it, its usually on for a good chunk while im spiking.
Conjure Phantasm: I use this to cover LT. I know that the degen stops at 10, however I try to use this to cover any Healing breezes etc. I know there are better covers out there, I'm trying to stay away from curses tho because I like my spikes.
Shadow Strike: I throw this out as soon as I cover with Phantasm...100 + damage and I gain some life out of it.
Dark Pact: at this point I spam the H3LL out of this, and either I have killed off whomever I was targeting or I have the monk working overtime on healing this character.
Phantom Pain: I throw this on when I can, depending on how quickly the degen is taking affect. PP + spiking at the right time can level a hearty warrior with Degen.
Vampiric Gaze: This is another one that I try to spam once I feel my degens are covered. Drops the life well and its still useful once the character drops below 50% life.
(Life Siphon: This is optional...I spread this around as much as I can for my own health and for possibly the monk to work extra)
(Leech Signet: I like to use this to interrupt those trying to do anything I dont really care for, and it costs nothing)
(Inspired Hex: Basic utility)
Rez sig: nuff said
I know the weakness in this build are energy. I run out of energy after dropping the first character. The spiking I feel really balances out the Degen weaknesses, and gives me life at the same time. Its not a FULL degen or curse so the spikes work well when the life is slowly dropping or when the monk/boss decides to remove the hex.
I'd like to hear suggestions from you guys on what I could work better possibly. Thanks for the read!
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Sep 21, 2006, 05:18 PM // 17:18
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#2
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Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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Since you are a necro, you cannot have 14 in Illusion.
So your attributes are:
Blood: 12 + 3 + 1
Illusion: 12
Inspiration: 3
Have you considered:
Dropping Life Transfer (e) and picking up Cultists' Fevor (e)? Then take Blood Drinker as your filler.
CF will help you with your energy concerns (and put remaining points into Soul Reaping), since it will make Blood Drinker and Dark Pact free (except for the cost of life). Blood Drinker will help you as well as Vampiric Gaze will help heal you.
Parasitic Bond is a wonderful cover hex (once removed it heals you, stays on, and it does 1 health degen to target foe; spamable).
Honestly, I don't like Life Transfer (recharge time is too long). Otherwise, it looks nice (you've already addressed the energy concern).
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Sep 21, 2006, 07:55 PM // 19:55
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#3
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Wilds Pathfinder
Join Date: Aug 2005
Location: Camp Rancor (Rancour :D)
Guild: I'm a free spirit (that's not what the guild is called, I just am)
Profession: W/R
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I don't think he'll be able to spam Dark Pact very well with Cultists Fervor on...
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Sep 21, 2006, 09:15 PM // 21:15
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#4
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Academy Page
Join Date: Aug 2006
Location: Dallas
Guild: {Shepherds Of Silence}
Profession: Rt/R
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At this time I dont own factions...but I will keep cultist's in mind. TY for the response.
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Oct 01, 2006, 08:31 AM // 08:31
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#5
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Frost Gate Guardian
Join Date: Feb 2006
Guild: DVD Forums (DVDF)
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Pity you do not have Faction, there are some skills there that make up this interesting blood damage/degen build. This build works very nicely against single opponents. Good energy and health management when you get used to it. You can keep spamming almost forever. Works very well in selected pve and pvp environments. If you occasional go 1v1 matches it is a good choice.
N/x
16 Blood
13 Soul reaping
Skills
1. Life Siphon (-3degen, +3 regen on you)
2. Blood Drinker (faction) (68 lifesteal - gives you bleeding)
3. Plague Sending (pass bleeding -3 degen)
4. Vile Miasma (faction) (69 cold dmg, -4 degen if foe have condition)
5. Vamp Gaze (63 lifesteal)
6. Offering of Blood {Elite} (sac 20% life then +21 energy )
7. Blood Renewal (sac 25% life then +6 regen + 200 heal)
8. Rez
Comments
You almost all time keep +10 degen on opponent and +9 regen on yourself. Keep cycle 1-7, skipping 1, 3 and 6, and 7 when necessary.
Nice selfheal, almost no energy problems. 1-5 take about 8s to go through.
Keep in mind that your that your energy/health management depend on life sac. So do not wait to use Offering and Renewal, use them as frequent as possible to keep high energy and health level.
If you are in an area where rez is not needed, swap it for some other nice skill. In the blood line, dark pact might give some extra raw damage, but also extra life sac. I would not recommend Awaken the Blood, the increased life sac is not worth it, in my opinion. If you then are in a "low death count " area you may swap soul reap for another skill tree, especially the mesmer tree have many nice skills to complement the build.
Regards,
Cloudbunny
Last edited by cloudbunny; Oct 01, 2006 at 08:36 AM // 08:36..
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Oct 02, 2006, 08:23 PM // 20:23
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#6
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Academy Page
Join Date: Aug 2006
Location: Dallas
Guild: {Shepherds Of Silence}
Profession: Rt/R
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Cloudbunny...wow...that build...I've got to try that. Thanks for the input.
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